I'm using Firebase 3.7.x to store my database. Firebase 3.7.x is support iOS 7.0 or higher but my project supports from iOS 6.0. So I want to detect iOS version in device to call #import Firebase. Something like that:
if IOS_7_OR_HIGHER
#import Firebase
else
//do nothing
if IOS_7_OR_HIGHER
- (void)dosomething{}
else
- (void)donothing {}
I know about if #available in swift. Is there any code like if #available in Objective C? Or is there any way to import Firebase for iOS 7 or higher and disable disable for iOS6?
Thanks.
You can get device system version by using
-(NSString*)getDeviceVersion{
return [[UIDevice currentDevice] systemVersion];
}
it will return you device version as string e.g. #"4.0" .
Hope it help you.
Try below code:
NSArray *osVersion = [[UIDevice currentDevice].systemVersion componentsSeparatedByString:#"."];
if ([[osVersion objectAtIndex:0] intValue] >= 7) {
// iOS-7 or greater
} else if ([[osVersion objectAtIndex:0] intValue] == 6) {
// iOS-6 code
} else if ([[osVersion objectAtIndex:0] intValue] > 2) {
// iOS-3,4,5 code
} else {
// iOS-1,2... code
}
To answer your question you can do it like this:
#ifdef __IPHONE_6_0
//Do something patchy!
#else
#import Firebase
#endif
Humble suggestion: You can consider upgrading your app.
A recent iOS version stats counter from Apple showing that there are only 5% devices which are still having iOS 8, 7 or <= 6. Means, you should drop out support for all those versions or you should start supporting iOS9 onwards.
By doing this you will get all the latest iOS features and you will never have to make this kind of patch in future.
Source: https://developer.apple.com/support/app-store/
What's the best way to define the following ternary operator?
[[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone ? x : y
I considered using the macro
#define phonePad(x, y) ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone ? x : y)
But this article mentions that it may not be the best idea. Is there a way to do the equivalent using a C function or is this the best way of implementing it?
I wouldn't use a macro for this. By using a macro, you require for the device to check the user interface idiom ever time this is used, and set x or y accordingly. Consider making a new method that returns based on the interface idiom. This can be static, because it's impossible for this value to ever change at runtime.
- (id)determineXOrY {
static id obj = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
obj = [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone ? x : y
});
return obj;
}
Neither.
BOOL isiPhone = ([[UIDevice currentDevice] userInterfaceIdiom]
== UIUserInterfaceIdiomPhone);
foo = isiPhone ? x : y;
bar = isiPhone ? xprime : yprime;
...
If you turn that into a macro, you'll get a bunch of unnecessary calls into the Objective-C runtime. So just cache the result. Plus, it'll probably be a lot easier to read if you just write plain C code instead of using a macro.
If you do use the macro you must add some parentheses:
#define phonePad(x, y) ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone ? (x) : (y))
Without the parentheses you will have serious issues if x or y are more than simple values.
One downside to the macro is that you really need to be sure that both x and y evaluate to the same non-ambiguous data type.
I have a Constants.h file in my app, where I #define app-wide things for easy access later. I'm having a hard time, though, #defineing based on iOS version. Here's what I've tried:
#ifdef __IPHONE_7_0
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
#else
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
#endif
Just because it says iOS 7 in there doesn't mean this is under NDA, O closers!
Which works fine - for iOS 7. When I run my app on iOS 6, however, the #define is still the iOS 7 one - it seems as though the #ifdef is never taken into account.
What can I do to fix this?
Instead of using compile-time checks, you need runtime checks. This means you can't use #define. I suggest using a static variable that is initialized at runtime based on the version of iOS. Below is an example if you only need the value in a single file.
Some .m file:
static UIImage *kHamburgerImage = nil;
+ (void)initialize {
// This assumes you only support iOS 6 and later - adjust as needed
if ([[UIDevice currentDevice].systemVersion hasPrefix:#"6"]) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
}
}
Edit: Since these need to be globals, you should do this:
Constants.h:
extern UIImage *kHamburgerImage;
#interface Constants
#end
Constants.m:
UIImage *kHamburgerImage = nil;
#implementation Constants
+ (void)initialize {
// This assumes you only support iOS 6 and later - adjust as needed
if ([[UIDevice currentDevice].systemVersion hasPrefix:#"6"]) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
}
}
#end
But this suffers from a problem. Unless you take specific steps, accessing these globals could result in nil pointers. They only get initialized if the class is actually referenced. I suggest that as the first line of your application:didFinishLaunchingWithOptions: you do:
[Constants class];
This ensures the initializer is called and the constants are setup before you use them anywhere else in your code.
You can at least shorten your code by defining the iOS check as a macro.
#define IS_IOS7 [[UIDevice currentDevice].systemVersion hasPrefix:#"7"]
And then your new code is way more readable,
if (IS_IOS7) {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
} else {
kHamburgerImage = [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
}
You should use #ifndef instead of #ifdef. Here is the code . I hope it will help you.
#ifndef __IPHONE_7_0
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait_ios7.png"];
#else
#define kHamburgerImage [UIImage imageNamed:#"reveal_menu_icon_portrait.png"];
#endif
I am sure that this probably something extremely easy (or it can't be done), but I can't seem to find anything on it.
In one of my classes .h file I need to determine if the app is running on an iPad or an iPhone. Then change the value of the #define accordingly.
Ideally I would this it would look something like this:
#if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone
#define deltaX 10.0
#define theda 15.0
#define threshHold 267.0
#endif
#if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad
#define deltaX 78.1
#define theda 67.2
#define threshHold 453.0
#endif
I am not sure what to use, any help would be very much appreciated.
Thank you for your time!
A little late to the party, but figured I'd share what worked for me.
A solution that has been working for me is to define IS_IPAD and IS_IPHONE somewhere like so
#define IS_IPAD (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
#define IS_IPHONE (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
Then when needing the other defines based on ipad/iphone, do something like this
#define deltaX (IS_IPAD? 78: 10)
Sadly, you can't do this, as in a universal app the same code runs on iPhone as on iPad, so this decision must be made at run-time, not compile-time.
You should declare these variables in a header file, and then set them at run time depending on the value of UI_USER_INTERFACE_IDIOM().
You already have the code to determine the device, so that's fine.
I'd create your defines as follows:
#define padDeltaX 10.0
#define phoneDeltaX 78.1
... etc
Then in your class file:
if (if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
// do iPhone processing with the variables
}
else
{
// must be iPad
}
Alternatively:
float variableOne, variableTwo; // etc
if (if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
variableOne = phoneDeltaX;
variableTwo = phoneTheta; // etc
}
else
{
// must be iPad
variableOne = padDeltaX;
variableTwo = padTheta; // etc
}
// now do the shared processing with variableOne, variableTwo etc
Hope this helps!
As the question states, I would mainly like to know whether or not my code is running in the simulator, but would also be interested in knowing the specific iphone version that is running or being simulated.
EDIT: I added the word 'programmatically' to the question name. The point of my question is to be able to dynamically include / exclude code depending on which version / simulator is running, so I'd really be looking for something like a pre-processor directive that can provide me this info.
Already asked, but with a very different title.
What #defines are set up by Xcode when compiling for iPhone
I'll repeat my answer from there:
It's in the SDK docs under "Compiling source code conditionally"
The relevant definition is TARGET_OS_SIMULATOR, which is defined in /usr/include/TargetConditionals.h within the iOS framework. On earlier versions of the toolchain, you had to write:
#include "TargetConditionals.h"
but this is no longer necessary on the current (Xcode 6/iOS8) toolchain.
So, for example, if you want to check that you are running on device, you should do
#if TARGET_OS_SIMULATOR
// Simulator-specific code
#else
// Device-specific code
#endif
depending on which is appropriate for your use-case.
Updated code:
This is purported to work officially.
#if TARGET_IPHONE_SIMULATOR
NSString *hello = #"Hello, iPhone simulator!";
#elif TARGET_OS_IPHONE
NSString *hello = #"Hello, device!";
#else
NSString *hello = #"Hello, unknown target!";
#endif
Original post (since deprecated)
This code will tell you if you are running in a simulator.
#ifdef __i386__
NSLog(#"Running in the simulator");
#else
NSLog(#"Running on a device");
#endif
Not pre-processor directive, but this was what I was looking for when i came to this question;
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
There is a better way now in Swift.
As of Xcode 9.3 and newer, you can use #if targetEnvironment(simulator) to check.
#if targetEnvironment(simulator)
//Your simulator code
#endif
The best way to do this is:
#if TARGET_IPHONE_SIMULATOR
and not
#ifdef TARGET_IPHONE_SIMULATOR
since its always defined: 0 or 1
In case of Swift we can implement following
We can create struct which allows you to create a structured data
struct Platform {
static var isSimulator: Bool {
#if targetEnvironment(simulator)
// We're on the simulator
return true
#else
// We're on a device
return false
#endif
}
}
Then If we wanted to Detect if app is being built for device or simulator in Swift then .
if Platform.isSimulator {
// Do one thing
} else {
// Do the other
}
Works for Swift 4.1 and newer and Xcode 9.3 and newer
Use this code:
#if targetEnvironment(simulator)
// Simulator
#else
// Device
#endif
All those answer are good, but it somehow confuses newbie like me as it does not clarify compile check and runtime check. Preprocessor are before compile time, but we should make it clearer
This blog article shows How to detect the iPhone simulator? clearly
Runtime
First of all, let’s shortly discuss. UIDevice provides you already information about the device
[[UIDevice currentDevice] model]
will return you “iPhone Simulator” or “iPhone” according to where the app is running.
Compile time
However what you want is to use compile time defines. Why? Because you compile your app strictly to be run either inside the Simulator or on the device. Apple makes a define called TARGET_IPHONE_SIMULATOR. So let’s look at the code :
#if TARGET_IPHONE_SIMULATOR
NSLog(#"Running in Simulator - no app store or giro");
#endif
For Swift 4.2 / Xcode 10
I created an extension on UIDevice, so I can easily ask for if the simulator is running.
// UIDevice+CheckSimulator.swift
import UIKit
extension UIDevice {
/// Checks if the current device that runs the app is xCode's simulator
static func isSimulator() -> Bool {
#if targetEnvironment(simulator)
return true
#else
return false
#endif
}
}
In my AppDelegate for example I use this method to decide wether registering for remote notification is necessary, which is not possible for the simulator.
// CHECK FOR REAL DEVICE / OR SIMULATOR
if UIDevice.isSimulator() == false {
// REGISTER FOR SILENT REMOTE NOTIFICATION
application.registerForRemoteNotifications()
}
The previous answers are a little dated. I found that all you need to do is query the TARGET_IPHONE_SIMULATOR macro (no need to include any other header files [assuming you are coding for iOS]).
I attempted TARGET_OS_IPHONE but it returned the same value (1) when running on an actual device and simulator, that's why I recommend using TARGET_IPHONE_SIMULATOR instead.
In swift :
#if (arch(i386) || arch(x86_64))
...
#endif
From Detect if app is being built for device or simulator in Swift
Has anyone considered the answer provided here?
I suppose the objective-c equivalent would be
+ (BOOL)isSimulator {
NSOperatingSystemVersion ios9 = {9, 0, 0};
NSProcessInfo *processInfo = [NSProcessInfo processInfo];
if ([processInfo isOperatingSystemAtLeastVersion:ios9]) {
NSDictionary<NSString *, NSString *> *environment = [processInfo environment];
NSString *simulator = [environment objectForKey:#"SIMULATOR_DEVICE_NAME"];
return simulator != nil;
} else {
UIDevice *currentDevice = [UIDevice currentDevice];
return ([currentDevice.model rangeOfString:#"Simulator"].location != NSNotFound);
}
}
I had the same problem, both TARGET_IPHONE_SIMULATOR and TARGET_OS_IPHONE are always defined, and are set to 1. Pete's solution works, of course, but if you ever happen to build on something other than intel (unlikely, but who knows), here's something that's safe as long as the iphone hardware doesn't change (so your code will always work for the iphones currently out there):
#if defined __arm__ || defined __thumb__
#undef TARGET_IPHONE_SIMULATOR
#define TARGET_OS_IPHONE
#else
#define TARGET_IPHONE_SIMULATOR 1
#undef TARGET_OS_IPHONE
#endif
Put that somewhere convenient, and then pretend that the TARGET_* constants were defined correctly.
To include all types of "simulators"
NSString *model = [[UIDevice currentDevice] model];
if([model rangeOfString:#"Simulator" options:NSCaseInsensitiveSearch].location !=NSNotFound)
{
// we are running in a simulator
}
With Swift 4.2 (Xcode 10), we can do this
#if targetEnvironment(simulator)
//simulator code
#else
#warning("Not compiling for simulator")
#endif
My answer is based on #Daniel Magnusson answer and comments of #Nuthatch and #n.Drake. and I write it to save some time for swift users working on iOS9 and onwards.
This is what worked for me:
if UIDevice.currentDevice().name.hasSuffix("Simulator"){
//Code executing on Simulator
} else{
//Code executing on Device
}
/// Returns true if its simulator and not a device
public static var isSimulator: Bool {
#if (arch(i386) || arch(x86_64)) && os(iOS)
return true
#else
return false
#endif
}
Apple has added support for checking the app is targeted for the simulator with the following:
#if targetEnvironment(simulator)
let DEVICE_IS_SIMULATOR = true
#else
let DEVICE_IS_SIMULATOR = false
#endif
if nothing worked, try this
public struct Platform {
public static var isSimulator: Bool {
return TARGET_OS_SIMULATOR != 0 // Use this line in Xcode 7 or newer
}
}
This worked for me best
NSString *name = [[UIDevice currentDevice] name];
if ([name isEqualToString:#"iPhone Simulator"]) {
}
In my opinion, the answer (presented above and repeated below):
NSString *model = [[UIDevice currentDevice] model];
if ([model isEqualToString:#"iPhone Simulator"]) {
//device is simulator
}
is the best answer because it is obviously executed at RUNTIME versus being a COMPILE DIRECTIVE.